my GPU: GT 710
my CPU: i7-4770
rate my TD Entity System
my GPU: GT 710
my CPU: i7-4770
rate my TD Entity System
Maybe try spawning in less enemies at once.
Looks pretty good, are they moving via humanoids or cframing?
I assume you used loops to assign each enitity instructions, however that is not the most effective way. You should try to think of those entities as a one giant object then move it. You could sort it our using rows and things. Honestly sky is the limit
It seems like you’re using humanoids for each entity. As other has pointed out, you should try using CFrames. If you insist on using humanoids, then you can try disabling every humanoid state that is unnecessary.
This is a bit overkill but, you can try using a number to determine an entity position, just a single number, the number represents the distance from the start, and the client will process this data to render the entity
I used BulkMoveTo(), if it was humanoids I would have crashed
Nope its BulkMoveTo(), no humanoids here
Theres only one RenderStepped that loops thru the enemies table and uses BulkMoveTo() to move them
Alright, also I made it that if you start lagging the rate will be lowered
Im trying to make it that if an enemy isnt on screen the walk animation stops and plays once its on the screen. What would be the most optimized way to do this?